//// Functions: public void StartGame() { AudioManager.instance.PlayMusic(AudioID.GAME_MUSIC); Menu_C.SetActive(false); UI_C.SetActive(true); missilesForShip = missiles > 9 ? 9 : missiles; missiles -= missilesForShip; energyForShip = energy > 9 ? 9 : energy; energy -= energyForShip; Instantiate(Ship_Prefab, new Vector3(0f, 0f, 0f), new Quaternion(0f, 0f, 0f, 1f), MainGame).GetComponent <Ship>().StartShip(missilesForShip, energyForShip); meteorCount = 0; meteorMaxNumber = 5; stars = 0; score = 0; UpdateStars(); UpdateScore(); StartCoroutine(MeteorCreator()); StartCoroutine(PointsCounter()); Pause(false); StartCoroutine(ShowHint()); }
public void ReturnToMenu() { StopAllCoroutines(); this.energy += energyForShip; this.missiles += missilesForShip; for (int i = MainGame.childCount - 1; i >= 0; i--) { Destroy(MainGame.GetChild(i).gameObject); } Menu_C.SetActive(true); UI_C.SetActive(false); AudioManager.instance.PlayMusic(AudioID.MENU_MUSIC); ShowMenu(GAME_MENU); }
public void EndGame(int energy, int missiles) { StopAllCoroutines(); this.energy += energy; this.missiles += missiles; for (int i = MainGame.childCount - 1; i >= 0; i--) { Destroy(MainGame.GetChild(i).gameObject); } Menu_C.SetActive(true); UI_C.SetActive(false); totalStars += stars; highScores.Add(score); highScores.Sort(); highScores.RemoveAt(0); Save(); AudioManager.instance.PlayMusic(AudioID.MENU_MUSIC); ShowMenu(GAME_MENU); }